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Darkness Rising OOC


angrydurf

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Posted

Ok trying to get back on this sorry about the delay. You all want to do around of the rest of you following atlas down the tunnel or you want me just to move the action forward?

Posted

Initiative

22 - The Creature - Unharmed

21 - Dead Head 3 HP - Unharmed 2 HP for Complications (they disturbed the dead, like alot, and one of your enemies is behind it)

19 - Avenger 2 HP - Unharmed

14 - Atlas 4 HP - Unharmed

6 - Cultists - 10 Remain

1 - Phantom 1 Hp - Unharmed

Last - Zombies - 20 Remain

The creature will fight zombies on its action so Dead head is up.

As a note for AA and Doc the Cultists Ward surrounds only them not the zombies or Creature so without breaking through it you can attack either zombies or the Creature.

Posted

Ok With analytical magic sense you can tell abit more about the power animateing the zombies. It looks like the zombies animating force is shacked through some pretty dark magic(Mingled necromancy and shadow dimensional) to the life force of the cultists, only 1-3 zombies to a cultist as otherwise it woudl be dangerously draining to led thier life force to animating the bodies.

It was deffinately voluentary on the cultists part but was not invoked by any of them but by some greater power. Almost like an answered prayer more than a spell.

Posted

ROUND 2 FIGHT!

22 - The Creature - Injured and stunned

21 - Dead Head 3 HP - Unharmed

19 - Avenger 2 HP - Unharmed

14 - Atlas 4 HP - Unharmed

6 - Cultists - 9 Remain

1 - Phantom 1 Hp - Unharmed

Last - Zombies - 18 Remain

The creature is stunned so loses it action.

Dead Head is GO!


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